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BITM 1113 SISTEM MULTIMEDIA Week 13 Multimedia Production Process.

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Presentation on theme: "BITM 1113 SISTEM MULTIMEDIA Week 13 Multimedia Production Process."— Presentation transcript:

1 BITM 1113 SISTEM MULTIMEDIA Week 13 Multimedia Production Process

2 Introduction Multimedia design and development is a complex and harder-than-you-think proposition Producing multimedia projects with quality, at a reasonable price, and on time calls for thinking things out ahead of time A healthy multimedia production process is tailored to the type and scale of the individual project, but certain concepts apply no matter what you're developing

3 Multimedia Production Process Pre-Production Production Post-Production

4 PRE-PRODUCTION Concept Definition Design Production Plan Documentation Assembly Team Build Prototype Clear Rights Client-Signoff and Fundings

5 Concept Definition Title goals Audience Title Genre - Doom type game, nonprofit web site, kiosk, etc. Marketing requirements Budget parameters Schedule requirements

6 Design Story/content/services Information architecture Visual and sound Technical Interaction Navigation

7 Production Plan Storyboarding / Content outline Budgeting Scheduling Asset Management Staffing Payment Methods

8 PRODUCTION Content Creation Content Processing Software Creation Integration of Content and Software Revise Design Build Alpha Version First Testing and Bug Reporting Revise Software Build Beta Version

9 POST-PRODUCTION Beta Testing and Bug Reporting Evaluate Bug Report Revise Software Release Golden Master Archive all Production Material Documentation

10 BITM 1113 SISTEM MULTIMEDIA Issues in Multimedia Application Development

11 Information Kiosk Property Tourism Simulation Marketing Video Conferencing Virtual Worlds Training Video Mail Home Page Services Finance Interactive Encyclopedia MULTIMEDIA APPLICATIONS Electronic Catalogues Games

12 Media Combination Human Resource Application Area Legislation End Users ISSUES IN MULTIMEDIA APPLICATION DEVELOPMENT Hardware Software

13 PC / Workstation Input Devices Conversion Devices Output Devices Computer Network Hardware

14 Text Graphics / Image Animation Voice / Music Video Media Combination

15 Authoring Tools Graphic Software Animation Software Software for Media Combination Software

16 Industry School Public Sector Marketing Documentation Training Application Area

17 Technical Expertise Creative Designers Programmers Media Experts Graphic Designers Script Writers Audio/Video Engineers Human Resource

18 Public Students Professionals Computer Literate Teachers Trainees End Users

19 Copyright Patent Intellectual Property Royalties Legislation

20 Storage Considerations for Product Delivery The choice of delivery media to be used for any multimedia system depends on a number of factors. Speed Media such as video and large graphic images place high demands on the data transfer rate of the media used. Cost Here not only should the cost of the data of the media be taken into account but also cost of recording data onto the chosen media

21 Storage Capacity Multimedia projects tend to require a large amount of storage capacity due to the use of video, sound and graphics. Installed Base The choice of delivery media should also take into account its popularity. Rewritability Some applications require periodical updating. Not all types of media can be rewritten to so again this must be taken into account

22 MULTIMEDIA NETWORKING Week 14 BITM 1113 – Multimedia Systems

23 Multimedia, Quality of Service: What is it? Multimedia applications: network audio and video (“continuous media”) network provides application with level of performance needed for application to function. QoS

24 MM Networking Applications Fundamental characteristics: Typically delay sensitive –end-to-end delay –delay jitter But loss tolerant: infrequent losses cause minor glitches Antithesis of data, which are loss intolerant but delay tolerant. Classes of MM applications: 1) Streaming stored audio and video 2) Streaming live audio and video 3) Real-time interactive audio and video Jitter is the variability of packet delays within the same packet stream

25 Streaming Stored Multimedia Streaming: media stored at source transmitted to client streaming: client playout begins before all data has arrived timing constraint for still-to-be transmitted data: in time for playout

26 Streaming Live Multimedia Examples: Internet radio talk show Live sporting event Streaming playback buffer playback can lag tens of seconds after transmission still have timing constraint Interactivity fast forward impossible rewind, pause possible!

27 Interactive, Real-Time Multimedia end-end delay requirements: –audio: < 150 msec good, < 400 msec OK includes application-level (packetization) and network delays higher delays noticeable, impair interactivity session initialization –how does callee advertise its IP address, port number, encoding algorithms? applications: IP telephony, video conference, distributed interactive worlds

28 Multimedia Over Today’s Internet TCP/UDP/IP: “best-effort service” no guarantees on delay, loss Today’s Internet multimedia applications use application-level techniques to mitigate (as best possible) effects of delay, loss But you said multimedia apps requires QoS and level of performance to be effective! ? ? ?? ? ? ? ? ? ? ?

29 Real-time interactive applications PC-2-PC phone –instant messaging services are providing this PC-2-phone –Dialpad –Net2phone videoconference with Webcams Going to now look at a PC-2- PC Internet phone example in detail

30 Internet Phone: Packet Loss and Delay network loss: IP datagram lost due to network congestion (router buffer overflow) delay loss: IP datagram arrives too late for playout at receiver –delays: processing, queueing in network; end-system (sender, receiver) delays –typical maximum tolerable delay: 400 ms loss tolerance: depending on voice encoding, losses concealed, packet loss rates between 1% and 10% can be tolerated. making the best of today’s best effort service scheduling and policing mechanisms next generation Internet: Intserv, RSVP, Diffserv

31 END OF LECTURE

32 Multimedia Development Team BITM 1113 SISTEM MULTIMEDIA

33 Introduction Successful multimedia projects begin with selecting “team player”. Selection is only the beginning of a team building process that must continue through a project’s duration Team building refers to activities that help a group and its members function at optimum levels of performance by creating a work culture incorporating the styles of its members.

34 Introduction Consist of people who has various capabilities Individual members can wear several hats Consist of –Project Manager –Multimedia Designer –Interface Designer –Writer –Video Specialist –Audio Specialist –Multimedia Programmer –Producer

35 Project Manager Center of the action Responsible for overall development and implementation for project and day to day operation Budgets, schedules, creative sessions, time sheets, illness, invoices, team dynamics. 2 major areas of responsibilities –design –management understand strengths and limitations of hardware and software people skills and organizational skills

36 Multimedia Designer look and feel of a multimedia project should be pleasing, aesthetic, inviting and engaging project should maintain visual consistency navigation, icons, screen elements instructional designer shift point of view to be empathetic with end users

37 Interface Designer interface provides control to the power who use it make sure user does not get left out good ID will create a product that rewards exploration and encourages use knowing authoring system is crucial

38 Writer they create character, action, point of view and interactivity they write proposals, script for voice over and actors’ narration they write text screens to deliver messages and develop characters designed for an interactive environment multimedia writing is different from writing a film or video script

39 Video Specialist maybe 1 person and 1 camera/camcoder responsible for an entire team of videographers, sound technicians, lighting designers, set designers, script supervisors, production assistants and actor. Must be a seasoned professionals  managing all phases of production from concept to final edit. Understand the potentials and limitations of the medium

40 affect video production : get the most out of it Decide whether to build sets or shoot in front of a blue screens Experts in editing  software and machine

41 Audio Specialist Person who make a multimedia program come alive Designing and producing music, voice-over, narrations and sound effects. Help from –composer –audio engineer –recording technicians Responsible for locating and selecting suitable music and talent, scheduling recording sessions, digitizing and editing recorded material into computer files.

42 Multimedia Programmer Integrates all the multimedia elements of a project into a seamless whole using an authoring system or programming language. Range from coding simple displays of multimedia elements  controlling peripheral devices E.g: Lingo, Java, C++ Has ability to quickly learn and understand systems Programmer will build extensions to the authoring and presentation suite in order to add the desired capacity/effect Delivering quality programming on tight schedule

43 Producer Interact with all levels of management, network teams and development teams to provide efficient project solutions Managing documents and developing web projects

44 Team Members should: Join in group activities Be creative Open to change Stay alert Keep the vision in mind

45 The Team Culture is Everyone working together to achieve the task Respect for each other’s skills A sharing of success and failures Mutual support when needed

46 Types of MM Products (some examples) Education Edutainment/Infotainment Historical Promotional

47 Costing MM Projects Labour Model Content Model

48 Budget Template

49 Clients MM Novice (has not seen any MM products) Some Experience (know what it is) Experienced (have worked on a project before) Those who think they are experts !!

50 Client & End-User Client is the person with the funds End-User is the person who will be using the product

51 Delivery Platform Choices Machine Type Type & speed of processor Amount of RAM Operating System & Version CD-ROM/DVD Drive, screen resolution Network Speed, Audio/Video & Sound handling

52 The Production Process

53 Concept Map

54 Storyboard

55 Resource Dev. Sheet

56 Testing Sheet

57 Testing should be done by: Novice Client End-Users

58 Task Sheet

59 Project Completion

60 On Project Completion: Gather all materials together task sheets, resource sheets, storyboards, budgets, correspondence and file together Conduct a post-mortem on the project to see how ‘actual time’ compare to ‘budgeted time’ Make resource CD for archiving

61 Things to think about: Copyright laws Accessibility Equity

62 Quality Assurance Certification by ISO

63 Take advantage of learning by mistakes Listen carefully to the client and ask open-ended questions Ensure daily backup of developmental materials Copy materials to another server as a reserve in case the development computer crashes Involve non-techie people with testing Test on lower level computers Proof-read contents


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